SVN commit 1191723 by majewsky: Make Box2D the default physics engine for Kolf. Mission accomplished, folks! CCMAIL: kde-games-devel@kde.org BUG: 46532 BUG: 51227 BUG: 131488 M +0 -10 ball.cpp M +1 -5 ball.h --- trunk/KDE/kdegames/kolf/ball.cpp #1191722:1191723 @@ -105,21 +105,11 @@ game->ballMoved(); } -#if BALL_BOX2D_STEPPING void Ball::setVelocity(const Vector& velocity) { CanvasItem::setPhysicalVelocity(velocity); } -#endif -void Ball::doAdvance() -{ -#if BALL_BOX2D_STEPPING == 0 - if (!velocity().isNull()) - moveBy(velocity().x(), velocity().y()); -#endif -} - void Ball::collisionDetect() { if (!isVisible() || state == Holed || !m_doDetect) --- trunk/KDE/kdegames/kolf/ball.h #1191722:1191723 @@ -20,7 +20,6 @@ #ifndef KOLF_BALL_H #define KOLF_BALL_H -#define BALL_BOX2D_STEPPING 1 #include "canvasitem.h" class Wall; @@ -35,7 +34,6 @@ BallState currentState(); - virtual void doAdvance(); virtual void moveBy(double dx, double dy); virtual bool deleteable() const { return false; } @@ -52,10 +50,8 @@ void friction(); void collisionDetect(); -#if BALL_BOX2D_STEPPING virtual void setVelocity(const Vector& velocity); Vector velocity() const { return CanvasItem::physicalVelocity(); } -#endif int addStroke() const { return m_addStroke; } bool placeOnGround(Vector &v) { v = m_pogOldVelocity; return m_placeOnGround; } @@ -82,7 +78,7 @@ void reduceMaxBumperBounceSpeed() { if(maxBumperBounceSpeed > 0.4) maxBumperBounceSpeed -= 0.35; } public slots: - void update() { doAdvance(); } + void update() { } private: BallState state;